collider point collection
parent
69c176ed88
commit
c1894235ba
13
src/game.rs
13
src/game.rs
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@ -2,8 +2,6 @@ use crate::{debug, game_setup};
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use bevy::prelude::*;
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use bevy_ecs_ldtk::{LdtkWorldBundle, LevelSelection};
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use self::darkness::SpotLight2D;
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pub mod camera;
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pub mod darkness;
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pub mod ldtk;
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@ -26,15 +24,4 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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ldtk_handle: assets.load("levels/world.ldtk"),
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..default()
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});
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commands.spawn((
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Name::new("Spot light"),
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SpatialBundle::from_transform(Transform::from_xyz(32.0, 31.0, 0.0).with_rotation(
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Quat::from_euler(EulerRot::YXZ, 0.0, 0.0, f32::to_radians(-90.0)),
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)),
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SpotLight2D {
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radius: 100.0,
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angle: 1.0,
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},
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));
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}
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@ -8,8 +8,11 @@ use bevy::{
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sprite::{Material2dPlugin, Mesh2dHandle},
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};
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use bevy_ecs_ldtk::{LdtkLevel, LevelEvent};
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use bevy_prototype_debug_lines::DebugLines;
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use bevy_rapier2d::prelude::{Collider, QueryFilter, RapierContext};
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use crate::debug::DebugMode;
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mod material;
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pub use material::*;
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@ -174,6 +177,8 @@ fn add_to_level(
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fn prepare_lights(
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mut materials: ResMut<Assets<DarknessMaterial>>,
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mut images: ResMut<Assets<Image>>,
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mut debug_draw: ResMut<DebugLines>,
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debug_mode: Res<DebugMode>,
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rapier_context: Res<RapierContext>,
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visibility_blocker_query: Query<&VisibilityBlocker>,
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transform_query: Query<&GlobalTransform>,
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@ -204,7 +209,7 @@ fn prepare_lights(
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.enumerate()
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.for_each(|(i, (transform, light))| {
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let rect = light.aabb();
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let points = get_light_geometry(
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let polygon = get_light_geometry(
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&rapier_context,
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&visibility_blocker_query,
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&transform_query,
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@ -214,14 +219,32 @@ fn prepare_lights(
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rect.max + transform.translation().truncate(),
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),
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);
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println!("{points:?}");
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if debug_mode.enabled {
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for (i, arr) in polygon.iter().as_slice().windows(2).enumerate() {
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let p1 = arr[0];
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let p2 = arr[1];
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let t1 = i as f32 / polygon.len() as f32;
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let t2 = (i + 1) as f32 / polygon.len() as f32;
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let color1 = Color::rgba(1.0 - t1, t1, 0.0, 1.0);
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let color2 = Color::rgba(1.0 - t2, t2, 0.0, 1.0);
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debug_draw.line_gradient(
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p1.extend(0.0),
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p2.extend(0.0),
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0.0,
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color1,
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color2,
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);
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}
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}
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material.point_lights[i] = GpuPointLight2D {
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position: transform.translation().truncate(),
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radius: light.radius,
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};
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for x in 0..SHADOWMAP_RESOLUTION {
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let offset = (i * SHADOWMAP_RESOLUTION + x) * 4;
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let distance = x as f32 / SHADOWMAP_RESOLUTION as f32 * light.radius;
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let distance = light.radius;
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let distance_bytes = bytes_of(&distance);
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shadowmap.data[offset + 0] = distance_bytes[0];
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shadowmap.data[offset + 1] = distance_bytes[1];
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@ -295,11 +318,54 @@ fn get_light_geometry(
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true
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});
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let center = aabb.center();
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points.sort_unstable_by(|a, b| {
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f32::atan2(a.y, a.x)
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.partial_cmp(&f32::atan2(b.y, b.x))
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f32::atan2(a.y - center.y, a.x - center.x)
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.partial_cmp(&f32::atan2(b.y - center.y, b.x - center.x))
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.unwrap()
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});
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points
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// Build visibility polygon
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let mut polygon: Vec<_> = vec![];
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for point in points.drain(..) {
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// We shoot 2 rays offset by this angle from the point.
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const ANGLE_OFFSET: f32 = 0.0001;
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offset_cast(
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aabb.center(),
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(point - aabb.center()).normalize_or_zero(),
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aabb.size().max_element(),
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true,
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filter,
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ANGLE_OFFSET,
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&rapier_context,
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)
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.iter()
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.for_each(|ray| polygon.push(aabb.center() + *ray));
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}
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polygon.push(*polygon.first().unwrap());
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polygon
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}
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fn offset_cast(
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ray_origin: Vec2,
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ray_dir: Vec2,
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max_toi: f32,
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solid: bool,
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filter: QueryFilter,
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angle_offset: f32,
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rapier_context: &Res<RapierContext>,
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) -> Vec<Vec2> {
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let dir1 = Vec2::new((-angle_offset).cos(), (-angle_offset).sin()).rotate(ray_dir);
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let dir2 = Vec2::new(angle_offset.cos(), angle_offset.sin()).rotate(ray_dir);
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let ray1 = rapier_context.cast_ray(ray_origin, dir1, max_toi, solid, filter);
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let ray2 = rapier_context.cast_ray(ray_origin, dir2, max_toi, solid, filter);
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let toi1 = ray1.map_or(max_toi, |(_, toi)| toi);
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let toi2 = ray2.map_or(max_toi, |(_, toi)| toi);
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if (toi1 - toi2).abs() > toi1 * 0.1 {
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vec![dir1 * toi1, dir2 * toi2]
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} else {
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vec![(dir1 * toi1 + dir2 * toi2) / 2.0]
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}
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}
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